List
of Events
Living Greyhawk
Living Kalamar
Living Force
Living Spycraft
Legacy of the Green Regent
Eberron Mark of Heroes
Classics
Living
Greyhawk:
COR5-03 Atonement
"I have led a wicked life," the man says, "and paid a dear price
for it. I have changed my ways and tried to start anew, but the sins of my past
now threaten my family. I need your help." A roleplay-intensive adventure
set in the City of Greyhawk for APLs 2 to 8.
COR5-04 Desecrator's of the Lord's
Tomb
Christa, wily Greyhawk City thief and darling of the Green
Dragon Inn, was about to retire at the glorious age of 29.
However, she had to do one last job for an old friend, so she
found a way to break into the legendary Lords' Tomb and steal
some priceless jewels which once belonged to the dearly departed
of that dread complex. For a while it all looked pretty easy … far too
easy. A core adventure designed for APLs 2-12.
COR5-05 A Marked Man
Sometimes you make the wrong enemy, and you don't know where to turn. The man
in front of you seems to have that look in his eye. Are you willing to stick
your nose into something dangerous? An adventure for APLs 2-12.
CORS5-1 Jungle of Lost Ships
On the edge of the charted sea there is rumored to be a jungle of lost ships.
It's more than just a rumor!
PAL4-7 The Root of Chaos
An ancient forest beckons with its eerie glow. Creatures lurk in the verdant
canopy above, waiting for an unfortunate soul to pass by. Around each bend
and from behind each fallen log, eyes peer through the mist. And below, the
roots hold fast in their tangled tapestry. An adventure for characters of
APL 4 through 12. This adventure has an optional encounter that can be played
for 1 extra TU.
PAL4-8 Winters Past
It seems the threat of Winterwind to the Theocracy is finally at an end, since
the silver dragon Brennan has returned at last. In the Rakers, a cold wind
has blown in from the North, bringing mysteries, villains, and the possibility
of new allies. An adventure for bold but diplomatic adventurers who are not
afraid of catching frostbite. An adventure for characters of APL 2 through
12.
PAL4-9 Retribution
Idle days along the Yol River turn to alarm, when rangers report coming across
the paths of ogre bands moving fast across through the Phostwood. The faithful
of the Pale seek shelter in their homes, but malice travels on thundering
drumbeats from across the river, deep within the ghostly forest. A Pale regional
adventure for the noble and the savage, for APL 4 through 12.
PAL5-01 The Road Less Travelled (premiere)
Winter CY595. The war has ended as quickly as it began. The city of Calbut,
now annexed into the Theocracy of the Pale, celebrates as operations in its
four platinum mines resume. You are contacted by a scholar with knowledge
of an ancient Flan treasure, the trail to which begins where the mines end:
in the Underdark. An adventure for PCs who aren't afraid of the dark. APL
4-12.
PAL5-1S Answers From Beyond (premiere special)
Gates always have two sides. When the Pale sends adventurers on a secret quest
for knowledge, they must seek answers from a very unusual source. True heroes
are needed, for there are consequences for ending up on the wrong side. A
two-round dungeon crawl for APL 2-16.
NMR4-7 Title Unknown
Craig Hier’s two round metaregional. No other information is known at
this time.
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Living Kalamar:
Of Roses and Thorns
The Sun and the Moon shine over Pekal, but on the edge of the
light creeps a foreboding shadow. As darkness seeps across the
land, the lonely town of Vodun cries out for brave heroes. Under
constant threat from wild creatures, villagers are killed in savage
attacks night after night. Can you save Vodun from its animal problem
before the shadow consumes them? An adventure fro ATLs 1, 3, 5
and 7.
A Thorn in the Side
A collection of innocents has only heroes to stand between them and a fate
worse than death. The sequel to Of Roses and Thorns, it is strongly suggested
that participants play that adventure before undertaking this one. An adventure
for ATLs 1, 3, 5, 7 and 9.
A Rose by Any Other Name (premiere)
The conclusion of the series. No blurb yet. An adventure for ATLs 1, 3, 5,
7 and 9.
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Living Force:
The Jedi Code 1-Padawannabes
When Jedi groupies reveal a dangerous secret, can the heroes prevent
a disaster and save Cularin's future? An adventure for Living Force
heroes levels 1-12. Best played before The Way of the Force and
The Dark Side Beckons, episodes II and III of The Jedi Code trilogy.
The Jedi Code 2-The Way of the Force
Lanius Qel-Bertok sends the heroes on a mission to gather some
materials important to one of the upcoming Jedi Trials. However,
all is not what it seems; how you pursue a thing is sometimes just
as important as finding it. This adventure does not require Jedi
characters, but has special meaning for Jedi heroes, both Padawans
and Knights. An adventure for Living Force heroes levels 1-12.
Best played after Padawannabes and before The Dark Side Beckons,
episodes I and III of The Jedi Code trilogy.
The Jedi Code 3-The Dark Side Beckons
The Almas Academy has come to know that it can trust Cularin's
heroes, even those who do not always agree with the Jedi traditions.
Master Lanius again seeks your aid, this time to bring in the Black
Queen. She was once an Almas student -- is she now Cularin's latest
crimelord? This adventure does not require any Jedi characters,
but Jedi will find it particularly suitable for play. An adventure
for Living Force heroes of levels 1-12. Best played after Padawannabes
and The Way of the Force, episodes I and III of The Jedi Code trilogy.
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Living Spycraft
Back
to Basics
One Minute to Midnight
Operation Flashpoint
Panacea Gambit
These are the Intro modules and they
can be run whenever a group of 4-6 agents can be assembled
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Eberron Mark of Heroes:
EMH-1 Refections of the Multiverse
A body in the Wroat Diggers' Union dormitory heralds strange things afoot in
Breland's capital. The twisted path to discovering the killer pits adventures
against the machinations of a creature of destiny, shunted academics, and
something from farther beyond the known multiverse.
EMH-2 Pirate's Bounty and the Isle
of Fire
A comfortable trip by sea to Newthrone turns into a harrowing adventure on
the high seas as pirates attack! Pirates, cannibals and buried treasure await
those will to make the trek into the interior of the Isle of Fire!
XMH-1 Death in Darguun
The nation of Darguun seeks to reestablish the glory of the ancient Dhakaani
Empire, but internal strife and outside influences threaten to tear the goblinoid
nation apart. Into the maelstrom walk a group of adventurers, tasked to retrieve
a Khyber dragonshard that may or may not even exist. In Eberron,
survival requires quick wits and quicker reflexes. A strong sword arm never
hurt either.
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Legacy of the
Green Regent:
LGR-19 A Difference of Opinion
Racial strife runs rampant through Loudwater. Not everyone is content with
the Decree of Reception granting the orcs of the High Forest unhindered access
to the city; especially the elves. But loud words are not the end of it.
Someone is killing the elves that have spoken out against the orcs, and the
orcs are suspected, and through it all, no one trusts the scions that follow
the Green Regent Otar.
LGR-20 The Howling of a Mighty Wind
Several members of the Circle of the Stag are missing. Those druids who keeper
the Lady's Chalice and the recipe of the Greendraught that determines the
Green Regent are in need of your help. Rumors suggest that the missing druids
where somehow involved with altering the ritual to falsely choose Otar as
the Green Regent. Surely Mielikki would not allow that! Would she?
XGR-4 Ruins of Karse
It's early spring in the Year of Rogue Dragons. Otar's returned to Loudwater,
but only as a stopping place for an expedition into the Dire Woods, and by
request or loyalty you will join him in an assault against the base of operations
for the forces of the Green King.
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Classics:
Chilled to the Bone
A mission to the frozen wastes of the north reveals more than never-ending
cold-evil and despair threatens to engulf a peaceful village. A hazardous
journey across the frozen tundra and ice-laden seas proves the only way to
stop the menace before all is lost. An adventure for 13th-level characters.
Only the Force
As the Clone Wars rage, a Jedi task force assigned to evacuate refugees comes
under fire from an army of Separatist soldiers. The heroes, a group of young
Jedi, must supervise the evacuation, even as the enemy tries everything in
their power to shoot down the refugee transports.
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